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i3d
REGULAR
30Issues
36Score
  • i3don [ARGF-705]

    Already fixed for 1.9 and currently in experimental
    https://report.bistudio.com/issues/ARGF-628

  • i3don [AREXP-490](edited)

    Image compression here makes it really hard to actually tell the difference. You can see this for a better comparison: https://www.diffchecker.com/image-compare/5tO0KuNv/

    Left is 100% (1440p) scale, right is 75% (1080p) scale

  • i3d
    changed title toLAV-25 nightvision sight not reinitiated after resolution change
    AREXP-489·LAV-25 nightvision sight not reinitiated after resolution change
  • i3don [ARGF-439]

    Appears this is being addressed in 1.9 experimental right now, with a proper fallback working correctly so far

  • i3d
    created issue
    ARGF-663·PGO-7V3 sight vs field manual
  • i3don [AREXP-462](edited)

    The images uploaded here are 1600x900, and if you TV is set at 1920x1080, you're running at roughly 83% scaling. Previous 1.9 versions had a problem with AMD FSR (algorithmic sharpening, etc) not working on PC (and appears to still not be working on PC after checking today), so I would guess its the same issue but on Xbox this time

  • i3don [AREXP-433]

    Is it possible that you pressed and held the gear up button (E by default) during the turn? Experimental now has new default setting where hold E is shift to 1st gear (similar to how hold Q was/is shift to reverse gear)

  • i3don [FT-173]

    Looks like its working correctly now, this issue can be closed as it is outdated

  • i3don [ARGF-503]

    probably related to ARMD-38

  • This comment has been removed.
  • i3d
    created issue
    FT-174·List of mods often very long
  • i3don [ARGF-462]

    Were you outside of the range of a re-transmitter (relay station or radio tower) at the time you tried it? If so, there is currently a bug where the radios don't work correctly without a re-transmitter in range, such that you cannot receive signal even from a guy on your frequency 5 meters away. Cycling the power on the radio (G > select radio > R to switch off > R again to switch on) everytime after spawning should fix that issue

  • i3don [ARGF-456]

    It's because you didn't load up these trucks (nor did anybody else). If you chose to drive just outside of the base area, drop 100 supplies on the ground with drag-and-drop function, then load up the 100 again, return to the same base and unload, you'll get xp from it

  • i3d
    created issue
    FT-167·Project filter search is not functional
  • i3don [ARGF-386]

    the ragdoll transitions on crouching characters look off to me (idk if a real human body would effectively stand up and fall after getting domed but maybe its realistic). Overall, the ragdolls are better than before though.

  • i3don [ARGF-385]

    I have recreated your shot in GM and compared 150m to 300m grass render distance to show you just how hidden the body would be if your system's grass render distance was maxed out to 300m. It looks like far hide is working as indended here in this tall grass. The body would be hidden by grass if it rendered, so it's expected to be fully hidden by Far Hide

  • i3don [ARGF-375]

    just don't play on those servers maybe? The reason these mods exist is because there's a demand for them. Servers add these restrictions because their players want them... if most players wanted sniper rilfes unlocked at private, I don't think you'd see these mods on popular servers, because hardly anybody would be playing them.

    Arma being a highly moddable and very mod-friendly should not be restrictive on what mods can and cannot be made (expect for things like copyright enforcement, etc)

  • i3don [ARGF-370]

    found the same issue when trying to place a checkpoint on a small/medium (not sure can't remember) slot in Saint-Pierre port gateway. The composition was too large to fit between the walls of the gateway and so it did not get placed, but instead soft-locked me with invalid placement message whenever I tried to place anything anywhere in GM

  • i3don [ARGF-324](edited)

    I've done a little bit of testing on this and it looks like the radios do not appear to receive any signal if they're not near a re-transmitter like a base or radio tower (however they can still transmit (I think??) to someone as long as they are near a re-transmitter. What complicates this behavior even more still is that simply power-cycling your radio (G for radio wheel > R to switch off > R to switch back on) once after spawning*, the radios return to working as they did in 1.7, able to receive transmissions away from re-transmitters, as long as the transmission originates within range (1.3km for handheld radios, 2km for manpack radios).

    * not sure/haven't tested behavior when spawning without a radio, but I suspect when pick one up from an arsenal or the ground, it will initiate properly without needing to power-cycle.

  • i3don [ARGF-332]

    pretty much duplicate of ARGF-321

  • i3don [AREXP-352](edited)

    Additionall the passenger side front wheel is rotated the wrong way with the lugs/nuts facing inwards

    Again, its only in 1.8.0.5 that it's broken, was correct in stable

  • i3don [AREXP-324]

    Looks like it works as expected sometimes (maybe most of the time?) but sometimes doesn't. In the video below, only the transport group would revert selection back to my assault group when clicked

  • i3don [ARGF-165]

    It looks somewhat intentional if you ask me, since it's not indended to disarm the charges, just disconnect them from the blasting machine (the fuzes are still on the charges).

    My suggestion here would be to add an interact option to (re)connect armed charges (back) to your blasting machine. The initial interaction when arming is "arm and connect...", so once it's armed, instead of only being able to disarm and arm again, it would be better to just be able to connect it when the fuze is in it.

  • i3don [AREXP-123]

    was fixed in 1.7.0.41

  • i3don [ARGF-69]

    Can confirm the pin is doing some weird things. Most noticble issue is when walking (when the pin flies near the camera in 3pp as on the pic on the report), but it also can be seen floating around the hand in 3pp (more pronounced when crouching)

  • i3don [AREXP-317]

    It's just laggy sometimes. Compositions will spawn first, then other players and AIs and only then your inventory items will show up. It's annoying and something should be done about it, but your items will load in eventually... sucks when the base you chose is overrun with unfriendly troops who cannot capture it (enemy beyond HQ signal, or just FIA). If all the AIs are dead, there is literally no warning that there's enemy in the area before you deploy.

  • i3don [AREXP-307](edited)

    Currently, this report should be mainly considered a report on that the soviet ammunition supply point sometimes shows just 1100 supplies capacity and the US one sometimes shows 1000 supply capacity when they're built next to other supply storages like the command post, even though they actually store the expected 2100 supplies. I can't edit the original post anymore since it was changed to awaiting internal testing.

    ^ Pic 1: 2 ammo supply points, one near the command post and 1 away from it

    ^ Pic 2: the ammo supply point nex to the command post showing 1000 capacity

    ^ Pic 3: the other ammo supply point away from other compositions showing 2100 capacity

  • i3don [AREXP-307](edited)

    So my initial testing was on a local hosted HQC mode with the MOB located at Crag Point near Corsair's Cove (south-east) with lots of uneven terrain, and with one of each compositions it did actually lead to the base having a maximum of 8300 supplies, but testing it again now at other MOB locations, it does come out to 9300, meaning there was 1000 lost in the arsenal somehow (perhaps because of the uneven terrain? or because everything had to be crammed in tight and supply points started merging?). Will update if I manage to reproduce this.


    So in fact the limits per faction per rank, assuming 1 of each compositions. Would have to look at the default loadouts cost to judge whether it makes sense for soviets to get extra supply storage.

  • i3don [AREXP-307]

    But the field hospital right next to it seems to merge the supplies and shows 2700/2700 (which would be the 2100 ammo supply point + 600 field hospital)... So it does store 2100 but doesn't show it properly?

  • i3don [AREXP-307](edited)

    and yet here on HQC EU-FFM server the ammo supply point only has 1100... not sure what's going on here


  • This comment has been removed.
  • i3don [AREXP-308]

    Spamming E until it works also isn't useful because you're likely to end up going several gears up to 2nd or 3rd and lacking your acceleration power. Perhaps holding E when in reverse or neutral should should work as a switch-to-first (kind of how holding Q switches to reverse from 1st).

  • i3don [AREXP-301]

    The time of flight delta per 100m difference is about the time difference your shell trajectory will be after you adjust your elevation (vertical aim) for the altitude difference. It's purpose on the sheet is just for knowing and calling out the splash time, you can't really do anything else with it. So if your target terrain is 100m above, an adjustment of -12 mils (as if the target as farther than it is, otherwise your shell would impact the terrain short of your target) for the 100m altitude difference at 900m distance, the round will fly 0.1 seconds longer. This is the same for all shells (though they have different ballistic charactersitics meaning different values for different shell types)

    For illumination shells, you want to do the same calculation, but then adjust the fuse time to about 1-2 seconds before impact so the flare has time to illuminate and fall slowly. Generally, the automatic fuse timing is very good and you should only do adjustments to it if there is a big difference in altitude to your target.